Night Lord Guide-Post Justice

Hey guys, so I decided to make a Post-Justice NL build seeing as I haven't found one, however if there is one, please excuse me. Anyways if you have anything to add/see something wrong feel free to comment and I'll probably add it as the guide is a work in progress.

Introudction:

The Night Lord is the ranged thief class who is an expert at throwing stars. They are one of the 3 Adventurer thief classes who spend time dwelling in Kerning City. They are mobile thanks to skills such as Haste and Flash Jump and also stealthy thanks to skills like Shadow Shifter. After Justice/Regenedes, Night Lords have gotten a revamp which has given them many changes. They've gotten better mobbing skills throughout mostly 2nd and 3rd job, gotten a nice attack buff, and as well as an upgraded throwing skill.

AP Build

The 3 standard AP builds for sins.

Regular DEX build: Basically you press auto-assign every time you level which will give you 3 LUK and 2 DEX.Low-DEX: I see most people do this build where there cap DEX at like 50. This seems like a good choice because with many things it's easy to get DEX.DEXless: What was once very popular is now not as much. It's still viable but most people aim for Empress equips which require 170 DEX. This build puts all into LUK and only that.

The total of that is 102 DEX. If you capped DEX at 50 you'd be at a total of 152. Only 18 away from equipping the Raven Chaser Set which can easily be added by getting %DEX equips or you could also wear a Targa hat which gives you 17 LUK to get there as well. Another option could be to craft/buy a 60+ dex potion or get someone to Mega Monkey Magic you.

UA Night Lord vs Regular Night Lord

If you're deciding whether or not to make a UA Sin here's a basic runthrough. There are really only 3 things UA's have over regular Night Lords; however one is huge factor. The first thing is that they are able to wear equips 10 levels higher than their level. It can really help you, especially if you wanted to wear something like Empress equips earlier. Next is the free equipment they get. That simple robe and medal plus the set effect. It really doesn't matter once you get Von Leon or Empress equips but it can benefit you, if you're unfunded. The final thing is Eckhart's Vampire. This skill has it's uses. Although you don't need it as a mobbing skill in second job as much it still heals. After we lost Drain in this revamp this is our only healing move. Not only does it mob and recover, but it has a nice hitbox. If you're bossing, I recommend getting this especially for pot locking bosses. The only other way is to do the Lunar Dew quest and then the one for Eckhart, both very tedious and annoying but worth it. I know UA's have less inventory space but Shadow Stars takes care of that and also buying a slot expansion isn't that expensive. Automatically having Vampire and not doing the quest to get Darkness, in my opinion is worth it.

Explanation:First we add one point into our attacking skill, Lucky Seven. Don't know why it's named that since it doesn't throw seven stars or anything. Anyways we move onto Haste after we put one point into Lucky Seven. Why? Haste has always been a great skill to have with you and now that it's in first job it'll help you navigate through maps and train easier. Also it now breaks speed cap making us faster. Then we go right back to our main attacking skill in first job, Lucky Seven. Dark Sight is next because it has a bit more use than the other two skills. You basically can go through enemies without getting hurt from touch damage. Nimble body is next because the extra accuracy and avoid has some use. Double Stab is left at one because there is no use to use it.

Explanation: Basically the same as up there but you sacrifice speed and jump for extra damage at the cost of MP as well. Dark Sight is to move through foes you don't want to pass and then Nimble Body for accuracy and avoid.

Job 2 (Assassin): Levels 30-70

Head to Kerning and talk to the Night Lord. He'll teleport you to this dungeon where you have to defeat monsters and collect 30 marbles. Note you should recharge stars before you enter because once you leave you lose the marbles. After that, congratulations on becoming an assassin!

Explanation: Finally we get mobbing skills to use in second job! We put our point upon advancement into our main mobbing skill, Shuriken Burst as it's our strongest attack. Next we put one point into Gust Charm because it pushes enemies backwards which is always useful. The other two points go to Claw Mastery. Then we get Claw Mastery to 5 to unlock Claw Booster, which we put 6 points into it, timing it at a minute. We then head to Critical Throw which gives us extra critical rate. It's always useful. After maxing that we head back to Claw Mastery to stabilize out damage more. Next we head to Physical Training for the extra LUK which increase our damage and also DEX to boost it up by 30, giving us more AP to add into LUK. Then we head to our main attacking skill again to increase its damage, therefore killing mobs easier. Then off we go to Flash Jump. Why we don't max it off earlier is because with Haste we are already fast but this is just icing on the cake. Booster comes next to clock it at a nice 200 seconds. We finish with Gust Charm, which doesn't have any use other than knocking back enemies.

Explanation: The build is basically like the first build however after we max Critical Throw and after we head into Claw Mastery to stabilize damage, we then head back to our main attacking skill Shuriken Burst for the extra damage. Flash Jump is maxed earlier on for that extra mobility and also if you can't wait that long to get it. Physical Training comes afterwards to provide us with 30 extra LUK and DEX. Booster is for the extra attack speed and Talisman as it's our only option left.

Job 3 (Hermit): Levels 70-120

On the sidebar a quest should be available. The Dark Lord tells you to head to El Nath where you talk to the Thief Instructor (Arec). He tells you to head to Holy Ground in Sharp Cliff II. Enter and fight the Dark Lord clone and pick up the Dark Charm. Go back and hand it to Arec. After that you're now a hermit. Congrats!

Explanation: First we put one point into our new and improved mobbing attack Shade Splitter. It is an AoE (Area of effect) skill which is beneficial instead of being in a corner spamming avenger. Triple Throw is to replace Lucky Seven and even at level one, Venom, a little of DoT is nice. I put Shadow Stars after. Why? Even though it can be put off for something like Expert Star Handling, I find recharging stars and leaving and returning to maps can be tiresome. So Shadow Stars consumes stars to let you use more stars while not wasting any. Next we head to Shadow Partner since it doesn't require a summoning rock anymore and basically double the amount of hits. Shade Splitter aka our main mobbing skill is maxed for an increase of damage and with Shadow Partner you should be doing decent damage. Enveloping Darkness is put before level 100 to increase HP and also our resistance before monsters start hitting harder. The next three moves you can feel free to change depending on if you prefer recovering more from pots, extra damage over time, or an increase to Triple Throw/Shuriken Burst/Gust Charm. Personally I recommend Venom because the extra DoT is always a nice add-on. Alchemic Adrenaline, I put after because getting it before venturing to LHC/harder monsters will help due to the extra recovery. Why I put Expert Throwing Star Handling later is because first of all the boost only applies to Lucky Seven which is useless, Triple Throw but we don't boss a lot at 70-120, Talisman and Shuriken Burst. Level one Shade Splitter is stronger than max Shuriken Burst but if you did max out ETSH it only beats level one Shade Splitter by 10%. Keep in mind it hits 4 enemies. The only thing I find useful is the chance to recover one star and to boost Triple Throw, so that's why I put it later. Out of the last 3 skills I find Triple Throw to be more useful for probably a single monster at LHC and etc. I don't know if you need to max it in order for Quad Throw though, so I'm not sure if you already have a 120 and want to put points into Shadow Web. After that, max Dark Flare because the damage reflection is better than freezing and taking DoT from Shadow Web, which Venom already does.

Explanation: It's pretty much the same throughout the most part as it is to the first build. But once we max out Expert Throwing Star Handling, we max Dark Flare after for the reflection. After that Shadow Web is maxed out and we leave Triple Throw at 11 or you can put points into Gust Charm for extra damage and since you're going to be using it more than Triple Throw at least in 4th job. Why would you do this? You'd probably do this for a couple of reasons. One of them is because you don't find Triple Throw useful and can live without it, you PVP and Shadow Web can stun; although PVP is being removed, you're already 4th job and won't ever use Triple Throw, or somehow the stun helps trap them while you spam Quad Throw/Shade Splitter, allows you to rebuff or to set up Purge Area.

Job 4 (Night Lord): Levels 120-200

Head to Leafre and talk to the Thief instructor Hellin. He or she (I don't know its gender to be honest) will teleport you to a forest with Griffey and Manon. Basically Triple Throw is your friend here. Once you're done and picked up the Heroic Star and Heroic Pentagon. Give it to Hellin and you've job advanced. Congrats!

Explanation: First of all congrats on 120 once again! The first 3 points we get when we job advance we put into 3 important skills; Quad Throw, Toxic Venom, Shadow Shifter. Why? Quad Throw is an improved Triple Throw which hits 4 times, 8 with Shadow Partner. Shadow Shifter even at level one 16% dodge is great to have. Toxic Venom at level one can be stacked twice which is always nice to have as well. Since this is more damage oriented, we go right off the bat to add everything into Quad Throw, our only attacking move. We head over to Dark Harmony which at max level gives us 40 ATT as well as ignoring 30% of a monster's defence. With this maxed you'll be hitting way higher than what you used to be. Claw Expert comes next to, well make us experts at claws because why not? We're already expert star handlers. It boosts our mastery as well as our weapon attack and accuracy and avoid. However you can choose to max this first if you prefer high stabler damage than damage and PDR. Toxic Venom before Shadow Shifter to allow us to stack thrice and to deal more DoT (NOTE: You can put 6 points into Toxic Venom any other time before if you prefer 3 stacking first). Shadow Shifter is maxed next for the insane 45% dodge which will help us survive longer. I put Maple Warrior and Frailty Curse as switchable because it's down to if you have these two skill books and what you prefer. Would you father have a long lasting buff that increases your stats by 15%? Or would you rather have a skill which sets up a couple of cards which slows down enemies as well as lower their attack and defence? Hero's Will comes next because it's really our only useful skill left. You could feel free to put it in anywhere you'd like which is probably when you'd start Horntailing or CZaking. Out or Sudden Raid and Taunt we max Sudden Raid. I mean the DoT and hitting 15 people is nice but isn't good enough to be maxed before. It's just Taunt doesn't work on bosses or party play zones which you'll probably be or monster park, so that's why you don't max it out.

Explanation: We put one point into Quad throw to replace Triple Throw, Shadow Shifter because 11% dodge is still very handy, and also Toxic Venom to stack poison. (Like I said if you rather stack thrice put 6 points Venom earlier on) We get Quad Throw to 7 to outdamage Triple Throw. At max level with Expert Throwing Star Handling, Triple Throw beats level one to six Quad Throw. (Max Triple Throw+ETSH+Shadow Partner=1364.76 VS Quad Throw (7)+Shadow Partner=1366.8) So you put seven, so it beats it out for good. Now in this build it's more about Claw Expert first because it does 4 things basically. It stabilizes damage more, gives attack, accuracy, and avoid. Next Quad Throw is maxed to make it stronger than it already is. Our most useful buff is maxed next which is Dark Harmony. Weapon attack plus PDR will make training more efficient than it already is. Shadow Shifter is next to give us that attractive 45% dodge rate. Then Fatal Venom is maxed for stronger DoT. The rest is the same as the first build; choose what you prefer making monsters weaker and slower or extra stats. Then after that max the one you didn't max out before. That is if you could afford those mastery books. Hero's Will can be put anywhere whenever you want to start fighting those bosses who try to seduce you but is maxed generally after the more important skills. Sudden Raid is maxed over Taunt because the extra skill is better than Taunt which is pretty much useless.

Throwing Stars:

Throwing stars are what sins throw. Similar to the Bowman class' arrows or Gunslinger's bullets. Each have different attack values and design.

FAQ/Questions I see being asked

Q: If I had something like Ninja Ambush will I be able to exchange it into something else?
A: Yep, you can. So go on and stock up on Ninja Ambush and Ninja Storm books.

Q: Do we get a free mastery book? If yes what do you recommend?
A: We do get a free level 30 mastery book. The ones I recommend are Quad Throw if you don't have it already, Claw Expert because it's a useful skill and will be expensive since it's new, and Dark Harmony because of the ATT boost and also the PDR as well as it's new.

Q: Do we lose Alchemist?
A: Yes, we do but it gets replaced by a better potion recovery skill called Alchemic Adrenaline but we do lose the buff duration that Alchemist had.

Q: Do we need to Zak for Quad Star?
A: No, you do not. It appears right in your skill book.

Credits

Thank you so much, this really helped. but the only problem i have now is i don't seem to hit as much as other nightlords, probably because i have 75 base dex lol. but i was wondering if you could add a few tips on ways for nightlords to make money to fund themselves. thanks

windianinja: My NL friend said Wind Talisman works on LHC mobs which is a good thing too because kMS's LHC isn't "boss flagged" anymore (since they changed to normal mobs & we didn't) so we couldn't confirm until we got the update. I've yet to try Wind Talisman on mobile bosses, but I'll see when I get on unless someone else confirms.

gerkiiier: um i have a question i just came back from a very long break where can a level 132 NL train at?

LHC is your best bet. Throw in a couple PQ's here and there and soon you can start to Monster Park as well.

friendlydawn: Thank you so much, this really helped. but the only problem i have now is i don't seem to hit as much as other nightlords, probably because i have 75 base dex lol. but i was wondering if you could add a few tips on ways for nightlords to make money to fund themselves. thanks

Uh basically like other people the best way to get money is to sell NX, merch and buy low-sell high, fuse earrings to get like 6% 3% 3% LUK. Or you can trade in/buy mastery books from the Justice Shop and sell those. And I'm glad I could help

saphirax2: I'm curious, is it okay if I max out Shadow Partner before Shadow Stars or will it burn way too many stars too quickly.

It will make a difference to how much stars you waste but you can if you like. I prefer maxing Shadow Stars first because it's only 10 skill points and it'll help save you stars.

piplup star thanks for the help im now level 135 and i can monster park now lol also another question i got hacked so im dirt poor and my dmg is terrible i have 100 base dex lol but its 200 with all my current equips and you meantioned fusing how does that work and is dark serenity i think thats what its called is the mastery book expensive?

gerkiiier: piplup star thanks for the help im now level 135 and i can monster park now lol also another question i got hacked so im dirt poor and my dmg is terrible i have 100 base dex lol but its 200 with all my current equips and you meantioned fusing how does that work and is dark serenity i think thats what its called is the mastery book expensive?

Well hey look on the bright side, you don't need to worry a whole lot about DEX to wear empress equips. For fusing. Learn Alchemy, go to Alchemy section you click the second button in your item tab. Place the same two items and fuse them and try and get potential and unveil them and try to sell them. Also Dark Serenity/Harmony will be expensive due to it being a new skill and also an important skill for us NL's.

PiplupStar: Well hey look on the bright side, you don't need to worry a whole lot about DEX to wear empress equips. For fusing. Learn Alchemy, go to Alchemy section you click the second button in your item tab. Place the same two items and fuse them and try and get potential and unveil them and try to sell them. Also Dark Serenity/Harmony will be expensive due to it being a new skill and also an important skill for us NL's.

Thanks so much for your help I'm currently lvl 137 and going strong I'll find my way to get everything eventually lol either way great guide keep up the good work